P4AU/Controls

From Dustloop Wiki
Jump to navigation Jump to search

Controls

P4ArenaControls.png

Eight Directions, Two Attacks, and Two Persona Attacks

Like most arcade fighting games this game uses an 8 way direction joystick (or pad), and buttons.
There are 4 attack buttons in total: A (weak), B (strong), C (Persona Attack), D (Persona Rush).

Notation

Players use Numpad Notation when discussing the game online in order to overcome the language barrier international players have when discussing things like special move inputs and strict, complex combos.

Basic Joystick Commands

Beyond your basic walk/jump/crouch commands, Ultimax has a variety of movement options:

InputIcon 6.pngInputIcon 6.png
run forward. Keep holding InputIcon 6.png to keep running forward
InputIcon 4.pngInputIcon 4.png
Backstep. Backsteps move a preset distance and have a bit of startup invincibility. It is primarily used to avoid incoming attacks or as a last-ditch defensive option.
InputIcon 5.pngInputIcon 2.pngInputIcon 8.png
High jump. After a high jump, you can not double jump, but you can air dash! Pressing InputIcon 2.pngInputIcon 7.png or InputIcon 2.pngInputIcon 9.png will have you high jump in the specified direction. You can use any downward direction for the InputIcon 2.png input - doing InputIcon 3.pngInputIcon 8.png will still give you a high jump.
J.gifInputIcon 6.pngInputIcon 6.png and J.gifInputIcon 4.pngInputIcon 4.png
Air dash in the specified direction. Air dashes quickly cover a lot space, but you can not block while air dashing. This makes them high risk, high reward movement option.
J.gifInputIcon 8.png
Double jump. Pretty self explanatory. You can also use InputIcon 7.png or InputIcon 9.png to double jump in the specified direction.

Special Commands

Special commands in Ultimax are relegated to mostly InputIcon 236.png and InputIcon 236.pngInputIcon 236.png type motions to accommodate new players to the fighting game genre by removing the more complex inputs found in most other fighting games.
If you find yourself having issues executing these motions, go to training mode and perform the motion slowly until you're comfortable, then gradually perform it faster until you are comfortable doing it in a match; these motions must become second nature to you. One piece of advice is to try and emphasize the InputIcon 2.png and InputIcon 6.png when inputting the motion to make sure you end where you are supposed to.

Universal Button Commands

All-Out Attack (A.png + B.png)
Attack that must be blocked high and automatically guards against most attacks.
Does not guard against Throws and Supers
Sweep (InputIcon 2.pngA.png + B.png)
Crouching attack that knocks down the opponent. Most Sweeps also go under Chest attacks like Mitsuru's 5A and Yu's 5B.
Throw (C.png + GGXRD D Prompt.png)
Short range attack that can not be blocked. Players can escape a throw by inputting a throw right after they are thrown.
Throws can also be done while airborne!
Furious Action (B.png + GGXRD D Prompt.png)
Attack that is fully invincible and is used to stop an overly offensive opponent.
Each character's Furious Action is unique. For example, Yu's is a rising sword slash, while Yosuke's is a dodge + counter attack.
Evasive Action (A.png + C.png)
Dodge move that can avoid most attacks, as well as move through the opponent. Evasive Actions have vulnerable recovery at the end.
Evasive Actions will lose to throws and are even available when paralyzed!
Hop (InputIcon 2.pngA.png + C.png)
Short hop that has a few interesting properties.
  • Low and throw invincible on Frame 1. It is also avaialbe even when paralyzed!
  • Pressure Reset. Blockstring > Hop > Attack to reset pressure and start a new blockstring
  • Combos. Junpei commonly uses this his Victory Cry combos
Ukemi (Press any button when knocked down)
You will be invincible while you ukemi. Occasionally players will delay their ukemi to throw off the opponent's timing should they try to go for a mixup or block string.
Air Ukemi (Hold any button while getting hit in the air)
You will recovery with a bit of invincibility as soon as the blue bar empties.
You can also hold InputIcon 4.png or InputIcon 6.png or InputIcon 8.png or InputIcon 5.png to choose which direction you will recover. Some players choose to delay their air ukemi to throw off the opponent's timing should they try to go for a reset or block string.
Guard Cancel Attack (InputIcon 6.pngA.png + B.png while blocking)
Cancel Guard into an invincible attack for 50 SP to knock the opponent away and stop their offensive momentum.
Guard Cancel Evasive Action (InputIcon 6.pngA.png + C.png while blocking)
Cancel Guard into an Evasive Action for 50 SP to avoid an opponent's pressure and retaliate.
One More Cancel (A.png + B.png + C.png)
Cancel almost any attack into neutral state for 50SP. Staple tool used in combos, pressure resets, and making unsafe attacks safe.
Burst (A.png + C.png + GGXRD D Prompt.png, Normal Type Characters Only)
Very strong tool that costs the entire Burst Gauge. Bursts do different things depending on the context and are distinguished by different colors.
  • MAX Burst (gold)
Bursting while at neutral will give the player max SP and refill their Persona Cards on hit
  • Defensive Burst (blue)
Bursting while blocking or getting hit will blow the opponent away, ending their offensive pressure and gives players a chance to come back!
  • One More Burst (red)
Bursting while attacking will cancel the attack and blow the opponent high into the air, allowing players to extend their combos.
Shadow Frenzy (A.png + C.png + GGXRD D Prompt.png, Shadow Type Characters Only)
Costs 100SP and lets characters freely cancel most attacks into each other as well as have infinite SP for a litmited time.
This is primarily used to convert almost any hit into massive damage.